I am still quite a ways off from T5 to even try this, but I like to have something to work towards. I have been mostly doing ground PVP combat and so this is my first crack at a space strategy. This strategy involves attacking the slower cruisers more like a bomber on a bombing run then a dogfighter. I figure end game PVP premade teams will have an opportunity for specs/strategies of this sort.

Please feel free to reply with what is wrong with this, why, and what you recommend to solve the issue. Other thoughts, suggestions, and recommendations are very welcome as well. Specifically, I could use some recommendations on consoles that would benefit me most with this build.

I chose phaser over disrupter for the chance to cause any havoc I can on the target and regardless of the system that goes offline, it benefits my attack and disengage.

Attack Strategy:

Approach the target from the side cannons/beams/turret firing. Use Beam target Shields to lower shield strength or even better drop completely. Launch the HY Plasma once close and then wait 1 second and drop plasma mines. The idea being the mines will run interference/target clutter with the torpedo as well as follow up damage. Also, as flying over the target, unleash the warp plasma on top. Head out to space, cloak, U-turn and repeat the runs as cooldowns allow.

Obviously approaching from the broadside of a beam wagon isn’t that great, so leading off with Jam sensors is my plan but having Reverse Shield Polarity and the Feedback Pulse handy just in case as well as for other enemies in the area. Team abilities, Polarize Hull, EPtS, and my engineering skills in reserve to counter any CC.

Sorry, I dont mean to ruin your day but it kinda shows that you have not had a lot of space experience. Half of the skills you listed are pretty useless in PvP and will only serve to get you killed. First, Engineering Captain can train Extend Shield 3 instead of the mostly useless Eject Warp Plasma. Second, what do you stand to gain with Polarize Hull and Science Team instead of Hazard Emitters? Your tactical setup is pretty poor too, why go with Beam boost if you are running cannons? Cannon: Rapid Fire would be so much more powerful. Also, mines? Please understand that mines are not a real weapon right now, any ship can shrug them off, the only benefit they do is cause a bit of targeting issues which are not an issue for an experienced pvp player.

In T5 most of the cruiser which you are planning to strafe will have multiple heals and at least 2 Reverse Shield Polarity. You will cause no significant damage with your strafe run.

Polarize hull is still valid and useful in PvP . I'm going to agree with Gnaw on the canons . Eject Plasm is pretty useless , from my experience . Tact team is canceled out once you use Eng team. Eng team is more useful for the heal. Scramble would benefit you more than jam if you're pvp'ing. On you Tact you'll want to fit Omega pattern , High yield torp 1 , and Beta pattern with canon rapid fire might be a bit more beneificial .

Sorry, I dont mean to ruin your day but it kinda shows that you have not had a lot of space experience. Half of the skills you listed are pretty useless in PvP and will only serve to get you killed. First, Engineering Captain can train Extend Shield 3 instead of the mostly useless Eject Warp Plasma. Second, what do you stand to gain with Polarize Hull and Science Team instead of Hazard Emitters? Your tactical setup is pretty poor too, why go with Beam boost if you are running cannons? Cannon: Rapid Fire would be so much more powerful. Also, mines? Please understand that mines are not a real weapon right now, any ship can shrug them off, the only benefit they do is cause a bit of targeting issues which are not an issue for an experienced pvp player.

In T5 most of the cruiser which you are planning to strafe will have multiple heals and at least 2 Reverse Shield Polarity. You will cause no significant damage with your strafe run.

Plasma torpedoes are incredibly situational. They are alluring because you can get massive damage, however, your overall DPS will increase 10 fold if you get some other type of torpedoes, torpedoes that will always land.

Mines are a slap in the face to BoP's. They are a FED weapon to try to decloak us. x2 turrets for your aft weapons.

as far as your BO's go.... It's your ship, so maybe you dont want max gank. Maybe you are thinking of some disable. In that case, play around. FYI though, there are only a handful of useful science skills atm, so try to make a good judgement as to whether or not its helping you fight. If you are still going down, swap it out and try something else.

Cloak, get in position at whatever range in your 45 degree arc. If they have used RSP already, you open with everything. That means, APB, Rapid Fire, APA, High Yield Torps, and jam them. If they havent RSP'd, you jam them and make them RSP. That is why I have two Rapid Fires, and two APB's. once that 3 second window of complete ownage opens up because of APB. They will be deleted from space, and you get 400k-700k damage each game.

Since you are Engineer captain, you have more survivabilty than Tactical, but you won't have as much DPS.

If you are getting your ass kicked, RSP and set engine power to 100, evasive maneuver, and combat cloak. If you get VM'd, that is why you have APO.

Your tank is your combat cloak and the few skills you have as an engineer captain. If you wanted to be an Engineer officer and employ Engineer BO's, fly a carrier, they have tons of HP and crew to tank. BoP's are like paper and you will not be able to tank reasonable amount of focus fire on yourself. This is why I think the only viable science skill is Jam Targeting Sensor (or VM if you do that). They effectually give you more HP than any other skill, because you are unable to be targeted and shot at.

Polarize hull with the right skills (even Polarize Hull 1) can get you 80% resists to energy damage for 15 seconds. It may not get that high but with Polarize Hull and Engineering team running (plus 2 consoles) my general damage resistance is over 60% - and this translates to shields too.

I don't like Photon Torpedoes simply because in the case of Torpedoes - DPS doesn't equal damage - not in PvP. Unless you are able to launch Photons every single time their short CD is up, you are better off with Quantums for much, much higher burst damage. At T4 with no console but with skills in Quantum Torps my High Yield 1 crits for 9-14k on most ships x 2. I am a Science Captain so do not have the damage buffs of Tacticals.

To the OP - You really need to decide what you want to do with the BoP . Want to DPS - Commander Tactical. Want to Tank? Get another ship. Want to Support - get Support skills not just tanking skills. The BoP is actually the true support vessel of the KDF. The Carrier is too slow and too limited to support effectively anything but itself, the BoP can be both a decent damage dealer with a single LT Tac (High Yield 1, Rapid Fire) and an awesome supporter with LTC and Comm Engineering and Science.

Commander Engineering BOS got very few abilities - none of which useful. You can train them yourself a few better powers as a Engineering Captain, don't be content with the relatively weak Eject Warp Plasma.

Science can provide both great buffs - Hazard, Science Team - as well as awesome debuffs - Scramble Sensors, Tykens, Gravity Well (not for the damage but for the hold/slow), Viral Matrix (if used appropriately and at point blank range to prevent the target from seeing it and popping Science Team) etc.

If you want to be teh awesome DPS - roll a Tactical - their buffs will blow you out of the water. As an Engineer you will never top a good tactical, but you can tank better and if properly fitted support better. Pure damage does not win fights, or everyone would play an escort.